Return value

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

A property inherited from the surface_base is assigned to the surface and the collision parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces of a mesh. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

Math::Vec3 *ret_point - Intersection point of the line and object.

Math::vec3 *ret_normal - Normal vector to the intersection point.

Math::vec4 *ret_texcoord - Texture coordinates of the intersection point (vec4, where vec4.xy is for the first (0) UV channel, vec4.zw is for the second (1) UV channel).

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

const Vector< Ptr<Node> > &exclude - The list of nodes to be excluded.

Math::Vec3 *ret_point - Intersection point of the line and object.

Math::vec3 *ret_normal - Normal vector to the intersection point.

Math::vec4 *ret_texcoord - Texture coordinates of the intersection point (vec4, where vec4.xy is for the first (0) UV channel, vec4.zw is for the second (1) UV channel).

int *ret_index - Intersected triangle (polygon) number.

int *ret_surface - Intersected surface number.

Return value

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

Return value

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

Return value

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

Return value

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

const Vector< Ptr<Node> > &exclude - The list of nodes to be excluded.

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

const Vector< Ptr<Node> > &exclude - The list of nodes to be excluded.

Performs tracing from the p0 point to the p1 point to find the first object intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Arguments

const Math::Vec3 &p0 - Coordinates of the line start point.

const Math::Vec3 &p1 - Coordinates of the line end point.

intmask - Intersection mask. If 0 is passed, the function will return NULL.

const Vector< Ptr<Node> > &exclude - The list of nodes to be excluded.

Return value

Performs tracing from the p0 point to the p1 point to find objects that intersecting the line. This function detects intersection with surfaces (polygons) of meshes. An intersection can be found only if an object is matching the intersection mask.

Intersections with the surface can be found only if the following conditions are fulfilled:

A property inherited from the surface_base is assigned to the surface and the intersection parameter of this property is set to 1 (e.g. via the setParameterInt() method).

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with objects that are found in a given bounding box.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with objects that are found in a given bounding sphere.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with objects that are found in a given bounding frustum.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with nodes that are found in a given bounding box.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with nodes that are found in a given bounding sphere.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with specified type of nodes that are found in a given bounding box.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with specified type of nodes that are found in a given bounding sphere.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

Searches for intersections with specified type of nodes that are found in a given bounding frustum.

Notice

As a new node becomes a part of the BSP tree only after the updateSpatial() method is called (the engine calls the method automatically each frame after the world script update() code is executed), all engine subsystems can process this node only in the next frame. If you need to get the node in the very first frame, call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Return value

voidupdateSpatial()

The engine calls this method automatically each frame after the world script update() code is executed. As a new node becomes a part of the BSP tree only after this method is called, all engine subsystems (renderer, physics, sound, pathfinding, collisions, intersections, etc.) can process this node only in the next frame. If you need the subsystem to process the node in the very first frame, you can call the updateSpatial() method manually. The engine will call this method automatically after the update() code is executed anyways.

Last update: 2018-06-04

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